extends BaseState # idle_state.gd func _ready() -> void: SubscribeToEvent("MovementQueued", OnMovementQueued) func OnMovementQueued(dv: Vector2) -> void: state_machine.QueueStateChange(PlayerStateMachine.States.WALKING, {"dv": dv}) func GetStateEnum() -> PlayerStateMachine.States: return PlayerStateMachine.States.IDLE